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Paralyze and weakness to magic question
Posted: Fri Apr 09, 2010 6:16 am
by ParanoidAndroid
I created a custom spell containing two spells:
- Weakness to magic 100% for 1 sec.
- Paralyze for 7 sec.
Reading uesp.net I was under the impression this would effectively give a 14 sec. paralyze spell. But still, it only lasts 7 secs.
So I wonder, is there a 7 second limit on paralyze or do I have to make the weakness spell last 7 seconds?
Posted: Fri Apr 09, 2010 6:36 am
by Tricky
Weakness to doesn't affect the duration of paralyze. It doesn't make any sense. Technically, if a creature has a % resistance to the paralyzation effect or magic in general, you would have a better of succesfully casting it on a monster.
Posted: Fri Apr 09, 2010 6:51 am
by ParanoidAndroid
Well it does according to the wiki (uesp.net):
- For effects with no magnitude (notably Paralyze and Silence), a Weakness spell increases the effect's duration, instead of the effect's magnitude.
Posted: Fri Apr 09, 2010 7:19 am
by Tricky
Hm, wow. That definitely conflicts with what I remember. Is there any other type of weakness-like spell that I might be confused with?
I do seem to remember something dodgy about combining weakness-to spells with certain other spell effects. I am not sure what it was, but it had to do with the order in which these effects are cast in a combined spell. Try creating seperate weakness to magic and paralyze spells and cast them shortly after each other. That should give you an impression if the thing works or not.
It's been quite some time since I played Oblivion.
Posted: Fri Apr 09, 2010 8:39 am
by galraen
I've never noticed any of the weakness spells being effective, not enough to be worthwhile anyway, I stopped wasting time on them long ago. You'd be better off replacing the weakness with a damaging effect IMO.
To be honest I don't even bother with paralyze, calm or invisibility on oneself plus damaging effect works much better for me. I always add an Absorb Health effect for the duration of the spell minus 1 second, so I get a visual indication when the spell is about to run run out so I can cast it again by the way.
PS the wicki is very useful but isn't always correct.
Posted: Sat Apr 10, 2010 1:33 am
by ParanoidAndroid
Ok thanks for the replies I'll exchange the weakness spell with a destruction spell or absorb health (since I'm a healer)
Posted: Mon Apr 12, 2010 12:21 am
by Master David
galraen wrote:I've never noticed any of the weakness spells being effective, not enough to be worthwhile anyway, I stopped wasting time on them long ago. You'd be better off replacing the weakness with a damaging effect IMO.
To be honest I don't even bother with paralyze, calm or invisibility on oneself plus damaging effect works much better for me. I always add an Absorb Health effect for the duration of the spell minus 1 second, so I get a visual indication when the spell is about to run run out so I can cast it again by the way.
PS the wicki is very useful but isn't always correct.
Weakness to Magic
is the most useful & powerful
complementary spell effect
It really amplifies all generic magical effects including itself
@ParanoidAndroid
Try it like this: Paralyze 1sec, Weakness to Magic 100% 7secs
Cast it 13 (or more) times, you'll see the difference